Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
Urho3D | |
Spriter | |
SpriterData | Spriter data |
Folder | Folder |
File | File |
Entity | Entity |
CharacterMap | Character map |
MapInstruction | Map instruction |
Animation | Animation |
MainlineKey | Mainline key |
Ref | Ref |
Timeline | Timeline |
TimelineKey | Timeline key |
SpatialInfo | Spatial info |
SpatialTimelineKey | Spatial timeline key |
BoneTimelineKey | Bone timeline key |
SpriteTimelineKey | Sprite timeline key |
SpriterInstance | Spriter instance |
CScriptArray | Script array class |
CScriptDictValue | Script dictionary value |
CScriptDictionary | Script dictionary class |
CIterator | STL style iterator for Script dictionary class |
Script | Scripting subsystem. Allows execution of AngelScript |
DelayedCall | Delay-executed function or method call |
ScriptEventListener | Interface class for allowing script objects or functions to subscribe to events |
ScriptFile | Script file resource |
ScriptEventInvoker | Helper class for forwarding events to script objects that are not part of a scene |
ScriptInstance | Script object component |
Audio | Audio subsystem |
BufferedSoundStream | Sound stream that supports manual buffering of data from the main thread |
OggVorbisSoundStream | Ogg Vorbis sound stream |
Sound | Sound resource |
SoundListener | Sound listener component |
SoundSource | Sound source component with stereo position. A sound source needs to be created to a node to be considered "enabled" and be able to play, however that node does not need to belong to a scene |
SoundSource3D | Sound source component with three-dimensional position |
SoundStream | Base class for sound streams |
AllocatorBlock | Allocator memory block |
AllocatorNode | Allocator node |
Allocator | Allocator template class. Allocates objects of a specific class |
SharedArrayPtr | Shared array pointer template class. Uses non-intrusive reference counting |
WeakArrayPtr | Weak array pointer template class. Uses non-intrusive reference counting |
HashNodeBase | Hash set/map node base class |
HashIteratorBase | Hash set/map iterator base class |
HashBase | Hash set/map base class |
HashMap | Hash map template class |
ConstIterator | Hash map node const iterator |
Iterator | Hash map node iterator |
KeyValue | Hash map key-value pair with const key |
Node | Hash map node |
HashSet | Hash set template class |
ConstIterator | Hash set node const iterator |
Iterator | Hash set node iterator |
Node | Hash set node |
LinkedListNode | Singly-linked list node base class |
LinkedList | Singly-linked list template class. Elements must inherit from LinkedListNode |
List | Doubly-linked list template class |
ConstIterator | List const iterator |
Iterator | List iterator |
Node | List node |
ListNodeBase | Doubly-linked list node base class |
ListIteratorBase | Doubly-linked list iterator base class |
ListBase | Doubly-linked list base class |
Pair | Pair template class |
SharedPtr | Shared pointer template class with intrusive reference counting |
WeakPtr | Weak pointer template class with intrusive reference counting. Does not keep the object pointed to alive |
UniquePtr | Unique pointer template class |
RefCount | Reference count structure |
RefCounted | Base class for intrusively reference-counted objects. These are noncopyable and non-assignable |
String | String class |
WString | Wide character string. Only meant for converting from String and passing to the operating system where necessary |
Vector | Vector template class |
PODVector | Vector template class for POD types. Does not call constructors or destructors and uses block move. Is intentionally (for performance reasons) unsafe for self-insertion |
RandomAccessIterator | Random access iterator |
RandomAccessConstIterator | Random access const iterator |
VectorBase | Vector base class |
AttributeAccessor | Abstract base class for invoking attribute accessors |
AttributeInfo | Description of an automatically serializable variable |
Condition | Condition on which a thread can wait |
EventReceiverGroup | Tracking structure for event receivers |
Context | Urho3D execution context. Provides access to subsystems, object factories and attributes, and event receivers |
EventProfilerBlock | Event profiling data for one block in the event profiling tree |
EventProfiler | Hierarchical performance event profiler subsystem |
Mutex | Operating system mutual exclusion primitive |
MutexLock | Lock that automatically acquires and releases a mutex |
TypeInfo | Type info |
Object | Base class for objects with type identification, subsystem access and event sending/receiving capability |
ObjectFactory | Base class for object factories |
ObjectFactoryImpl | Template implementation of the object factory |
EventHandler | Internal helper class for invoking event handler functions |
EventHandlerImpl | Template implementation of the event handler invoke helper (stores a function pointer of specific class.) |
EventNameRegistrar | Register event names |
ProfilerBlock | Profiling data for one block in the profiling tree |
Profiler | Hierarchical performance profiler subsystem |
AutoProfileBlock | Helper class for automatically beginning and ending a profiling block |
Spline | Spline class to get a point on it based off the interpolation mode |
Thread | Operating system thread |
Timer | Low-resolution operating system timer |
HiresTimer | High-resolution operating system timer used in profiling |
Time | Time and frame counter subsystem |
VariantValue | Union for the possible variant values. Also stores non-POD objects such as String and math objects (excluding Matrix) which must not exceed 16 bytes in size (or 32 bytes in a 64-bit build.) Objects exceeding the limit are allocated on the heap and pointed to by _ptr |
ResourceRef | Typed resource reference |
ResourceRefList | List of typed resource references |
Variant | Variable that supports a fixed set of types |
WorkItem | Work queue item |
WorkQueue | Work queue subsystem for multithreading |
Database | Database subsystem. Manage database connections |
DbConnection | Database connection |
DbResult | Database query result |
Application | Base class for creating applications which initialize the Urho3D engine and run a main loop until exited |
Console | Console window with log history and command line prompt |
DebugHud | Displays rendering stats and profiling information |
Engine | Urho3D engine. Creates the other subsystems |
AnimatedModel | Animated model component |
AnimationKeyFrame | Skeletal animation keyframe |
AnimationTrack | Skeletal animation track, stores keyframes of a single bone |
AnimationTriggerPoint | Animation trigger point |
Animation | Skeletal animation resource |
AnimationControl | Control data for an animation |
AnimationController | Component that drives an AnimatedModel's animations |
AnimationStateTrack | Animation instance per-track data |
AnimationState | Animation instance |
Batch | Queued 3D geometry draw call |
InstanceData | Data for one geometry instance |
BatchGroup | Instanced 3D geometry draw call |
BatchGroupKey | Instanced draw call grouping key |
BatchQueue | Queue that contains both instanced and non-instanced draw calls |
ShadowBatchQueue | Queue for shadow map draw calls |
LightBatchQueue | Queue for light related draw calls |
Billboard | One billboard in the billboard set |
BillboardSet | Billboard component |
Camera | Camera component |
ConstantBuffer | Hardware constant buffer |
CustomGeometryVertex | Custom geometry vertex |
CustomGeometry | Custom geometry component |
DebugLine | Debug rendering line |
DebugTriangle | Debug render triangle |
DebugRenderer | Debug geometry rendering component. Should be added only to the root scene node |
DecalVertex | Decal vertex |
Decal | One decal in a decal set |
DecalSet | Decal renderer component |
FrameInfo | Rendering frame update parameters |
SourceBatch | Source data for a 3D geometry draw call |
Drawable | Base class for visible components |
Geometry | Defines one or more vertex buffers, an index buffer and a draw range |
GPUObjectHandle | API-specific GPU object representation |
GPUObject | Base class for GPU resources |
ScratchBuffer | CPU-side scratch buffer for vertex data updates |
Graphics | Graphics subsystem. Manages the application window, rendering state and GPU resources |
VertexElement | Vertex element description for arbitrary vertex declarations |
IndexBuffer | Hardware index buffer |
BiasParameters | Depth bias parameters. Used both by lights (for shadow mapping) and materials |
CascadeParameters | Cascaded shadow map parameters |
FocusParameters | Shadow map focusing parameters |
Light | Light component |
MaterialShaderParameter | Material's shader parameter definition |
TechniqueEntry | Material's technique list entry |
ShaderParameterAnimationInfo | Material's shader parameter animation instance |
Material | Describes how to render 3D geometries |
VertexBufferMorph | Vertex buffer morph data |
ModelMorph | Definition of a model's vertex morph |
VertexBufferDesc | Description of vertex buffer data for asynchronous loading |
IndexBufferDesc | Description of index buffer data for asynchronous loading |
GeometryDesc | Description of a geometry for asynchronous loading |
Model | 3D model resource |
DepthValue | Occlusion hierarchy depth value |
OcclusionBufferData | Per-thread occlusion buffer data |
OcclusionBatch | Stored occlusion render job |
OcclusionBuffer | Software renderer for occlusion |
Octant | Octree octant |
Octree | Octree component. Should be added only to the root scene node |
OctreeQuery | Base class for octree queries |
PointOctreeQuery | Point octree query |
SphereOctreeQuery | Sphere octree query |
BoxOctreeQuery | Bounding box octree query |
FrustumOctreeQuery | Frustum octree query |
OctreeQueryResult | General octree query result. Used for Lua bindings only |
RayQueryResult | Raycast result |
RayOctreeQuery | Raycast octree query |
AllContentOctreeQuery | |
FrameBufferObject | Cached state of a frame buffer object |
GraphicsImpl | Graphics subsystem implementation. Holds API-specific objects |
ShaderProgram | Linked shader program on the GPU |
ColorFrame | Color animation frame definition |
TextureFrame | Texture animation frame definition |
ParticleEffect | Particle effect definition |
Particle | One particle in the particle system |
ParticleEmitter | Particle emitter component |
Renderer | High-level rendering subsystem. Manages drawing of 3D views |
RenderTargetInfo | Rendertarget definition |
RenderPathCommand | Rendering path command |
RenderPath | Rendering path definition. A sequence of commands (e.g. clear screen, draw objects with specific pass) that yields the scene rendering result |
RenderSurface | Color or depth-stencil surface that can be rendered into |
TrailPoint | Trail is consisting of series of tails. Two connected points make a tail |
RibbonTrail | Drawable component that creates a tail |
Shader | Shader resource consisting of several shader variations |
ShaderPrecache | Utility class for collecting used shader combinations during runtime for precaching |
ShaderParameter | Shader parameter definition |
ShaderVariation | Vertex or pixel shader on the GPU |
Bone | Bone in a skeleton |
Skeleton | Hierarchical collection of bones |
Skybox | Static model component with fixed position in relation to the camera |
StaticModelGeometryData | Static model per-geometry extra data |
StaticModel | Static model component |
StaticModelGroup | Renders several object instances while culling and receiving light as one unit. Can be used as a CPU-side optimization, but note that also regular StaticModels will use instanced rendering if possible |
Pass | Material rendering pass, which defines shaders and render state |
Technique | Material technique. Consists of several passes |
Terrain | Heightmap terrain component |
TerrainPatch | Individually rendered part of a heightmap terrain |
Texture | Base class for texture resources |
Texture2D | 2D texture resource |
Texture2DArray | 2D texture array resource |
Texture3D | 3D texture resource |
TextureCube | Cube texture resource |
VertexBuffer | Hardware vertex buffer |
LightQueryResult | Intermediate light processing result |
ScenePassInfo | Scene render pass info |
PerThreadSceneResult | Per-thread geometry, light and scene range collection structure |
View | Internal structure for 3D rendering work. Created for each backbuffer and texture viewport, but not for shadow cameras |
Viewport | Viewport definition either for a render surface or the backbuffer |
Zone | Component that describes global rendering properties |
IKConstraint | |
IKEffector | |
IKSolver | Marks the root or "beginning" of an IK chain or multiple IK chains. The solving algorithm can be set along with other solver related parameters. The IK problem is solved starting from the node this component is attached to and ending at all nodes that have an IKEffector component attached |
Controls | Controls sent over the network |
TouchState | Input state for a finger touch |
JoystickState | Input state for a joystick |
Input | Input subsystem. Converts operating system window messages to input state and events |
AbstractFile | A common root class for objects that implement both Serializer and Deserializer |
Deserializer | Abstract stream for reading |
File | File opened either through the filesystem or from within a package file |
FileSystem | Subsystem for file and directory operations and access control |
FileWatcher | Watches a directory and its subdirectories for files being modified |
StoredLogMessage | Stored log message from another thread |
Log | Logging subsystem |
MemoryBuffer | Memory area that can be read and written to as a stream |
NamedPipe | Named pipe for interprocess communication |
PackageEntry | File entry within the package file |
PackageFile | Stores files of a directory tree sequentially for convenient access |
RWOpsWrapper | Template wrapper class for using Serializer / Deserializer or their subclasses through SDL's RWOps structure |
Serializer | Abstract stream for writing |
VectorBuffer | Dynamically sized buffer that can be read and written to as a stream |
LuaFile | Lua file |
LuaFunction | C++ representation of Lua function object |
LuaScript | Lua script subsystem |
LuaScriptEventInvoker | Lua script event invoker |
LuaScriptEventListener | Lua script event listener |
LuaScriptInstance | Lua script object component |
AreaAllocator | Rectangular area allocator |
BoundingBox | Three-dimensional axis-aligned bounding box |
Color | RGBA color |
Frustum | Convex constructed of 6 planes |
Matrix2 | 2x2 matrix for rotation and scaling |
Matrix3 | 3x3 matrix for rotation and scaling |
Matrix3x4 | 3x4 matrix for scene node transform calculations |
Matrix4 | 4x4 matrix for arbitrary linear transforms including projection |
Plane | Surface in three-dimensional space |
Polyhedron | A convex volume built from polygon faces |
Quaternion | Rotation represented as a four-dimensional normalized vector |
Ray | Infinite straight line in three-dimensional space |
Rect | Two-dimensional bounding rectangle |
IntRect | Two-dimensional bounding rectangle with integer values |
Sphere | Sphere in three-dimensional space |
StringHash | 32-bit hash value for a string |
IntVector2 | Two-dimensional vector with integer values |
Vector2 | Two-dimensional vector |
IntVector3 | Three-dimensional vector with integer values |
Vector3 | Three-dimensional vector |
Vector4 | Four-dimensional vector |
CrowdAgent | Crowd agent component, requires a CrowdManager component in the scene. When not set explicitly, agent's radius and height are defaulted to navigation mesh's agent radius and height, respectively |
CrowdObstacleAvoidanceParams | Parameter structure for obstacle avoidance params (copied from DetourObstacleAvoidance.h in order to hide Detour header from Urho3D library users) |
CrowdManager | Crowd manager scene component. Should be added only to the root scene node |
DynamicNavigationMesh | |
NavArea | |
NavAreaStub | Navigation area stub |
NavBuildData | Navigation build data |
SimpleNavBuildData | |
DynamicNavBuildData | |
Navigable | Component which tags geometry for inclusion in the navigation mesh. Optionally auto-includes geometry from child nodes |
NavigationGeometryInfo | Description of a navigation mesh geometry component, with transform and bounds information |
NavigationPathPoint | |
NavigationMesh | Navigation mesh component. Collects the navigation geometry from child nodes with the Navigable component and responds to path queries |
Obstacle | Obstacle for dynamic navigation mesh |
OffMeshConnection | A link between otherwise unconnected regions of the navigation mesh |
RemoteEvent | Queued remote event |
PackageDownload | Package file receive transfer |
PackageUpload | Package file send transfer |
Connection | Connection to a remote network host |
HttpRequest | An HTTP connection with response data stream |
Network | Network subsystem. Manages client-server communications using the UDP protocol |
NetworkPriority | Network interest management settings component |
CollisionGeometryData | Base class for collision shape geometry data |
TriangleMeshData | Triangle mesh geometry data |
ConvexData | Convex hull geometry data |
HeightfieldData | Heightfield geometry data |
CollisionShape | Physics collision shape component |
Constraint | Physics constraint component. Connects two rigid bodies together, or one rigid body to a static point |
PhysicsRaycastResult | Physics raycast hit |
DelayedWorldTransform | Delayed world transform assignment for parented rigidbodies |
ManifoldPair | Manifold pointers stored during collision processing |
PhysicsWorldConfig | Custom overrides of physics internals. To use overrides, must be set before the physics component is created |
PhysicsWorld | Physics simulation world component. Should be added only to the root scene node |
RaycastVehicle | |
RigidBody | Physics rigid body component |
BackgroundLoadItem | Queue item for background loading of a resource |
BackgroundLoader | Background loader of resources. Owned by the ResourceCache |
CompressedLevel | Compressed image mip level |
Image | Image resource |
JSONFile | JSON document resource |
JSONValue | JSON value class |
Localization | Localization subsystem. Stores all the strings in all languages |
PListValue | PList value |
PListFile | Property list (plist) |
Resource | Base class for resources |
ResourceWithMetadata | Base class for resources that support arbitrary metadata stored. Metadata serialization shall be implemented in derived classes |
ResourceGroup | Container of resources with specific type |
ResourceRouter | Optional resource request processor. Can deny requests, re-route resource file names, or perform other processing per request |
ResourceCache | Resource cache subsystem. Loads resources on demand and stores them for later access |
XMLElement | Element in an XML file |
XPathResultSet | XPath query result set |
XPathQuery | XPath query |
XMLFile | XML document resource |
AttributeAnimationInfo | Attribute animation instance |
Animatable | Base class for animatable object, an animatable object can be set animation on it's attributes, or can be set an object animation to it |
Component | Base class for components. Components can be created to scene nodes |
LogicComponent | Helper base class for user-defined game logic components that hooks up to update events and forwards them to virtual functions similar to ScriptInstance class |
NodeImpl | Internal implementation structure for less performance-critical Node variables |
Node | Scene node that may contain components and child nodes |
ObjectAnimation | Object animation class, an object animation include one or more attribute animations and theirs wrap mode and speed for an Animatable object |
DirtyBits | Dirty attribute bits structure for network replication |
NetworkState | Per-object attribute state for network replication, allocated on demand |
ReplicationState | Base class for per-user network replication states |
ComponentReplicationState | Per-user component network replication state |
NodeReplicationState | Per-user node network replication state |
SceneReplicationState | Per-user scene network replication state |
AsyncProgress | Asynchronous loading progress of a scene |
Scene | Root scene node, represents the whole scene |
SceneResolver | Utility class that resolves node & component IDs after a scene or partial scene load |
Serializable | Base class for objects with automatic serialization through attributes |
EnumAttributeAccessorImpl | Template implementation of the enum attribute accessor invoke helper class |
EnumAttributeAccessorFreeImpl | Template implementation of the enum attribute accessor that uses free functions invoke helper class |
AttributeTrait | Attribute trait (default use const reference for object type) |
AttributeTrait< int > | Int attribute trait |
AttributeTrait< unsigned > | Unsigned attribute trait |
AttributeTrait< bool > | Bool attribute trait |
AttributeTrait< float > | Float attribute trait |
MixedAttributeTrait | Mixed attribute trait (use const reference for set function only) |
AttributeAccessorImpl | Template implementation of the attribute accessor invoke helper class |
AttributeAccessorFreeImpl | Template implementation of the attribute accessor that uses free functions invoke helper class |
SmoothedTransform | Transform smoothing component for network updates |
SplinePath | Spline for creating smooth movement based on Speed along a set of Control Points modified by the Interpolation Mode |
UnknownComponent | Placeholder for allowing unregistered components to be loaded & saved along with scenes |
VAnimKeyFrame | Value animation key frame |
VAnimEventFrame | Value animation event frame |
ValueAnimation | Value animation class |
ValueAnimationInfo | Base class for a value animation instance, which includes animation runtime information and updates the target object's value automatically |
BorderImage | Image UI element with optional border |
Button | Push button UI element |
CheckBox | UI element that can be toggled between unchecked and checked state |
CursorShapeInfo | Cursor image and hotspot information |
Cursor | Mouse cursor UI element |
DropDownList | Menu UI element that displays a popup list view |
FileSelectorEntry | File selector's list entry (file or directory.) |
FileSelector | File selector dialog |
Font | Font resource |
FontGlyph | Font glyph description |
FontFace | Font face description |
FontFaceBitmap | Bitmap font face description |
FontFaceFreeType | Free type font face description |
LineEdit | Single-line text editor UI element |
ListView | Scrollable list UI element |
Menu | Menu UI element that optionally shows a popup |
MessageBox | Message box dialog. Manages its lifetime automatically, so the application does not need to hold a reference to it, and shouldn't attempt to destroy it manually |
ProgressBar | ProgressBar bar UI element |
ScrollBar | Scroll bar UI element with forward and back buttons |
ScrollView | Scrollable UI element for showing a (possibly large) child element |
Slider | Slider bar UI element |
Sprite | UI element which allows sub-pixel positioning and size, as well as rotation. Only other Sprites should be added as child elements |
CharLocation | Cached character location and size within text. Used for queries related to text editing |
GlyphLocation | Glyph and its location within the text. Used when preparing text rendering |
Text | Text UI element |
Text3D | 3D text component |
ToolTip | Tooltip UI element |
UI | UI subsystem. Manages the graphical user interface |
DragData | Data structure used to represent the drag data associated to a UIElement |
UIBatch | UI rendering draw call |
UIElement | Base class for UI elements |
View3D | UI element which renders a 3D scene |
Window | Window UI element that can optionally by moved or resized |
AnimatedSprite2D | Animated sprite component, it uses to play animation created by Spine (http://www.esotericsoftware.com) and Spriter (http://www.brashmonkey.com/) |
AnimationSet2D | Spriter animation set, it includes one or more animations, for more information please refer to http://www.esotericsoftware.com and http://www.brashmonkey.com/spriter.htm |
CollisionBox2D | 2D box collision component |
CollisionChain2D | 2D chain collision component |
CollisionCircle2D | 2D circle collision component |
CollisionEdge2D | 2D edge collision component |
CollisionPolygon2D | 2D polygon collision component |
CollisionShape2D | 2D collision shape component |
Constraint2D | 2D physics constraint component |
ConstraintDistance2D | 2D distance constraint component |
ConstraintFriction2D | 2D friction constraint component |
ConstraintGear2D | 2D gear constraint component |
ConstraintMotor2D | 2D motor constraint component |
ConstraintMouse2D | 2D mouse constraint component |
ConstraintPrismatic2D | 2D prismatic constraint component |
ConstraintPulley2D | 2D pulley constraint component |
ConstraintRevolute2D | 2D revolute constraint component |
ConstraintRope2D | 2D rope constraint component |
ConstraintWeld2D | 2D weld constraint component |
ConstraintWheel2D | 2D wheel constraint component |
Vertex2D | 2D vertex |
SourceBatch2D | 2D source batch |
Drawable2D | Base class for 2D visible components |
ParticleEffect2D | 2D particle effect resource |
Particle2D | 2D particle |
ParticleEmitter2D | 2D particle emitter component |
PhysicsRaycastResult2D | 2D Physics raycast hit |
DelayedWorldTransform2D | Delayed world transform assignment for parented 2D rigidbodies |
PhysicsWorld2D | 2D physics simulation world component. Should be added only to the root scene node |
ContactInfo | Contact info |
ViewBatchInfo2D | 2D view batch info |
Renderer2D | 2D renderer component |
RigidBody2D | 2D rigid body component |
Sprite2D | Sprite |
SpriteSheet2D | Sprite sheet |
StaticSprite2D | Static sprite component |
TileMap2D | Tile map component |
TileMapInfo2D | Tile map information |
PropertySet2D | Property set |
Tile2D | Tile define |
TileMapObject2D | Tile map object |
TileMapLayer2D | Tile map component |
TmxLayer2D | Tmx layer |
TmxTileLayer2D | Tmx tile layer |
TmxObjectGroup2D | Tmx objects layer |
TmxImageLayer2D | Tmx image layer |
TmxFile2D | Tile map file |